Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)

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Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Ed the Bat »

Not bad. Map plays pretty well. I like it.

Grammar and spelling on the entrance and jackpot messages could use some work, though.
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Captain J
 
 
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Captain J »

and skys too, also we need more maps but doom themed ones just like gothic's one, i say.
MaraThon
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by MaraThon »

This mod is something awesome! Particularly funny and surreal!
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Kinsie
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Kinsie »

HEY NERDS. A guy called HexaDoken did some hackings to make the current public release pretend to work in Zandronum 2.0 Alpha. It's very bandwidth-heavy and Gutrot Island is disabled, but at least its something.

Sadly he doesn't seem to have sent me any documentation on the changes he made so I can't integrate them into the next version when I next work on it sometime in 2016. ALAS.
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Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Ed the Bat »

This intrigues me greatly. The amount of features removed to work with this depressingly out-of-date engine must have been STAGGERING.

I may poke around in this to see if I can learn anything interesting. Maybe.

OH, and this reminds me. I recently discovered a rather embarrassing copy/paste bug that I must've put in this when I joined the project some... two years ago. Looking at the ACS, it appears that Player 2 is not allowed to end a match. Any other player can, though! I'll fix that the next time a beta build dribbles over my way.
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Gothic
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Gothic »

Nice! For some weird reasons, latest versions of Gzdoom crashes on my notebook, so I can't play any doom mod more than 10 or 20 minutes before going to a blue screen, good news to me :D
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Captain J »

slightly older version of the gzdoom worked for me, anyway glad to see it's on a topic now!
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Beed28
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Beed28 »

Sooo, any news on a new release? The last thing I heard was that it supposed to be released in December, then it got delayed, and I've heard nothing on it ever since.
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Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Ed the Bat »

Beed28 wrote:Sooo, any news on a new release? The last thing I heard was that it supposed to be released in December, then it got delayed, and I've heard nothing on it ever since.
Kinsie wrote:...the next version when I next work on it sometime in 2016. ALAS.
You've heard nothing on it since, huh?
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Captain J »

Ed the Bat wrote:
Kinsie wrote:...the next version when I next work on it sometime in 2016. ALAS.
You've heard nothing on it since, huh?

i just forgot that, what a sad story.
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Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Ed the Bat »

Ah, don't worry Cap'n. I'm sure Kinsie was exaggerating. My point was that Beed claimed he heard nothing on it since the delay late last year, when literally four hours earlier, Kins implied that it's in the works, but could take some time.
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Kinsie
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Kinsie »

I've been burned out on ZDoom for a while, is all. Hopefully I'll get back on the bike soon.
HexaDoken
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by HexaDoken »

Ed the Bat wrote:This intrigues me greatly. The amount of features removed to work with this depressingly out-of-date engine must have been STAGGERING.
Guess what. I only removed cosmetics. That REELism is fully workable bro.
Kinsie wrote:Sadly he doesn't seem to have sent me any documentation on the changes he made so I can't integrate them into the next version
Ehh. I forgot. so sorry

I mostly just blatantly commented out functions that didn't work in Zandronum, changed all named scripts to numbered scripts, and rewrote the main system for it to work with Zandronum's net system. That last one you should probably ignore since Zan and ZDoom do their networking differently and if you try to apply my changes to ZDoom version something might break.

Though I did come with a hopefully more better written version of your spawners(and managed to turn the mostly nicely organized acs libraries into a huge mess while at it).

I'll write up a real document soonish.
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Ed the Bat
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Ed the Bat »

HexaDoken wrote:Guess what. I only removed cosmetics. That REELism is fully workable bro.
Then I am all the more impressed. Once you've given Kins full documentation, perhaps I'll be helping him roll together the changes for the forthcoming X3 series. Sadly, I know for certain that some features, such as the custom boss system, won't be compatible, due to Zandronum ACS' limited string support. But who knows, maybe someday...
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Re: Reelism X2.1: Reelism And Beyond (??? p.75!)

Post by Mr. Bungle »

Hey, are there any news? An update was supposed to come out last december, and well, we're in april now :(
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